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3 Dimensional Chat / Setting up a limb-to-child-limb situation in Wings3D

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Northern Fist
21
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Joined: 23rd Sep 2003
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Posted: 14th Dec 2003 00:19
The title pretty much says it all. I'm working on a turret in wings and I need to set up a child-limb so that turret head can rotate on the object's coordinate system. Can anyone give me a hand by telling me how to set up the meshes accordingly?

"Power, precision, and don't forget about speed. If you practice everyday with these things in mind... you begin to develope A FIGHTING MODE." - Fist of Legend (Jet Li)
arras
22
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Joined: 3rd Feb 2003
Location: Slovakia
Posted: 14th Dec 2003 12:17
I dont think there is way to do it in wings since wings cant animate.
you have to make main body and turret separate objects and then put them together in DB via add limb command.
Northern Fist
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Joined: 23rd Sep 2003
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Posted: 16th Dec 2003 00:45
Ok... How about Truespace 3.2? Is there a way to do what I described in Truespace 3.2?

"Power, precision, and don't forget about speed. If you practice everyday with these things in mind... you begin to develope A FIGHTING MODE." - Fist of Legend (Jet Li)
the_winch
22
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Joined: 1st Feb 2003
Location: Oxford, UK
Posted: 16th Dec 2003 03:15 Edited at: 16th Dec 2003 03:26
If you only need one rotating limb it's fairly easy. It will take a few experiments to find out what axis is used for rotation. I think everything rotates around the wings3d x axis. Arrange the model in wings so the bit you want to rotate is seperate from the rest of the model and alligned correctly.
Then load it into dbpro and use the rotate limb command to rotate the limb.

example dbpro project
http://winch.dbpcommunity.com/temp/turret.zip

If you need more than one rotating limb it's a fair bit more effort, you need to make seperate files for each limb, load them into dbpro. Then position and use glue object to limb.

dbpro : p166mmx @ 233 : 256mb : sb 128pci : sis onboard

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